Six trades. You do your own trade's work well and everything else badly, so teamwork genuinely helps and a town needs all six to supply itself.
You start with no profession, so every penalty applies to you. Pick the work you actually do.
Once chosen, you wait a week to change it.
Each profession is exempt from one penalty and carries the other five.
Breaks stone and ore at full speed, and now and then senses ore nearby.
Everyone else: Stone and ore break slowly.
Chops at full speed and fells several logs in one swing.
Everyone else: Chops slowly, and half your logs splinter into planks.
Takes a full harvest, and keeps the farmland when harvesting with a hoe.
Everyone else: A smaller harvest, and the farmland turns back to dirt.
Builds gear to full durability, and never meets Too Expensive at the anvil.
Everyone else: Gear you craft has less durability, permanently.
Enchants past the usual limit now and then, and can take an enchantment off an item onto a book at a grindstone. The item is destroyed.
Everyone else: The table stops at 2 enchantments at level 2.
Food stacks to 16, eats faster, keeps you full longer, and some batches heal.
Everyone else: Food you cook stacks to 8 and eats slower.
The anvil is the Blacksmith's and the enchanting table is the Enchanter's.